Showing posts with label planning. Show all posts
Showing posts with label planning. Show all posts

Sunday, September 15, 2013

on the modern game player

Holy crap, it's been over 7 months since I posted anything. I haven't been posting because I've been busy with work, life, and gaming! So I am content with that.

I've been running a lot of games in that 7 months including a nice sustained Swords & Wizardry game that lasted a pretty good while. Since then though the group has fallen apart and attempts to begin new games have been failures.


Last night I sat down with two key players and hashed around about why things weren't working and what we wanted to do about it.


Key points from the discussion: I find Pathfinder and most rulesy games obnoxious (for reasons I have posted about ad nauseum); Player A doesn't like OSR games because he finds character death upsetting and discouraging; Player B wants to play fantasy and doesn't want to get bogged down in rules adjudication.


We decided that I would run a series of one-shots with them and a few new prospect players to A) try get a group  and time established; B) try out some systems and settings and see what people like.


Then this morning I finally understood the modern game player in my group (Player A above) and I sent A & B this email:


After a good night's sleep I think I have an insight coming out of last night's discussion.


RPGs can be divided broadly into two categories: story games and traditional games. Story games have mechanics that can effect the narrative, in traditional games the narrative is totally the purview of the GM.

Within traditional there are modern and OSR (old-school) games. Modern games tend to be rulesy and tend not to include character death as a large part of play. Whereas OSR games tend to be rules-light and embrace character death. Until last night I was focused on the rulesyness as the main dividing line not thinking about the implications of the latter division.

The big difference I think is that in a modern game we are telling The Characters' Story, in an OSR game we are telling The Story - in which the characters are participants. That is why for me (and others who enjoy OSR games) character death is (while sometimes disappointing or frustrating) fundamentally not a big deal, because the larger story in which we are participating continues, and we get to continue participating through a new character. This can even be exciting.

Neither of these approaches is badwrongfun, but I think our discussion finally gave me insight in to the modern game player's preference.  Having permadeath on the table adds to tension, excitement, and ultimately the satisfaction in victory for the OSR player - because the OSR player is focused on the overarching game experience. For the modern player it is merely loss, because the focus is on the character in its individuality.

So for RP oriented players the rules heaviness may not be the important distinction at all.

I may run something other than Other Dust for the 1st one-shot game. It is most definitely an OSR game. So while it has awesome systems and lots of opportunity for sandboxing and RP there are mutants in the waste that want to (and can) eat your face.

-JD

Friday, May 25, 2012

Lost in the hexes

I have started working on things for my DCC campaign using some constraints. This is helping. I love running games but I often find myself breaking down into analysis paralysis during planning. I often find myself worrying obsessively about distances, hex sizes, and other things are not really that important. My constraints are helping enormously.

I have decided to make use of:

1 wide-ruled composition notebook
The Dungeon Crawl Classics RPG core book
The Tome of Adventure Design
The Swords & Wizardry Monster book

And maybe some modules if the mood suits me.

After about an hour's work I have a reasonably fleshed out area map. Normally I would never reach this stage because I would be too worried about hex sizes. The lack of scale is liberating. I could always take it, scan it, and apply a hex grid after the fact if I want some more precise distances.

I am also focusing on the small world notions of DCC RPG (the book suggests 100 miles square - 10,000 sq. miles -  as being plenty for a lifetime of adventure). What I have in my tiny map so far: one tiny farming village, one small town, a haunted* forest, a weird monastery, a few ruins, and plenty of woods, hills, and marsh to put more goodies into.

I think from now on, I will stick with drawing first, worrying about distances and the like after, this is working so much better for me.

*or at least that's what people say.

Of course now that I am finally getting smart about how to plan for a game, my group appears to be on the verge of disintegration.